Solar Settlers Patch 1.04 “The Therlunai” is Here! (15% Off!)

Grab it here: http://store.steampowered.com/app/655480/Solar_Settlers/

-Added new race: The Therlunai
The nomadic, Lynx-like Therlunai rely on opportunistically harvesting scraps to survive.

-Added new Deep Space card: Shifting Vista
-Added new Player card: Star Cantina
-Added new Player card: Arboretum
-Added new Player card: Strip Mine
-Added new Player card: Habitat Factory

And much more!

Full Patch Notes here:
http://steamcommunity.com/app/655480/discussions/0/1495615865216926006/

To celebrate, Solar Settlers is 15% off all week :). Have a great week everybody!

Axes and Acres and Single-Player Design Struggles – (Axes and Acres Sale June 13th!!!)

Hey Readers!

When we designed Axes and Acres we wanted to create a single-player game that could be enjoyed for many hours of play without relying on content. This is partially on principle and partially for practical reasons. A small studio like us couldn’t hope to make a game with even 10 hours of well done content. Here at BrainGoodGames we rely on systems which make games interesting even with repeated play. It is difficult to create a system which can stand up to a large amount of play. On top of this, we want the system to be as elegant as possible and to have a limited number of rules, such that the play can learn ALL of the rules and make strategically informed decisions.

The limit for rules or complexity probably varies from player to player. Certainly based on the feedback we received for Axes and Acres we had responses spanning from “its too easy” to “this is impossible to learn”. Perhaps that means we found a solid middle-ground – I’m still not sure. In either case, Brett and I both prefer a more complicated system to one which can be easily solved. Truly great games have systems which are both elegant and simple in their rules, but have incredible depth of strategy. I think Go is the classic example of this.

tabletop-players

This delicate balance becomes even more difficult however when you are making a single-player game. Removing the multiplayer element forces us as designers to come up with interesting and challenging replacements for other players. This ties back in to my previous discussion on Ambiguity (http://blog.braingoodgames.com/2016/05/19/a-discussion-on-ambiguity-in-games/) – other players provide a form of ambiguity that is difficult to replace. In Axes and Acres we tried to replace this with input randomness, and we felt that it was quite interesting and stayed interesting for a long period of time, but perhaps the learning was a little too difficult for the average player. However, if you can get past the early learning stage I think the game is great fun and provides tons of interesting strategic value.

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As always I would love to hear anyone’s thoughts on all of this!

Finally to let everyone know Axes and Acres is coming to Linux and going on sale on June 13th! It’s a great time to pick it up for anyone who doesn’t have it yet!